Valery
Posts: 2196
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Thanks, I am afraid the city looks rather incomplete without additional design. I am trying to concentrate on all details at once. I am done with 50 new creatures, the map is ready, now starting the battle scripting (and of course I need to replace land mines, blind, with explosive and grenades)
Last creature, a thief, I extracted it because I found the animation quite unique, and some happy dangerous chick:
And some pirates, of course, as I have some water:
(This post was last modified: 27.12.2009 02:48 by Valery.)
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27.12.2009 02:40 |
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Berserker
Posts: 16657
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27.12.2009 02:57 |
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Valery
Posts: 2196
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Ok, I am done with creatures, 54 in total, now starting on serious things, as selecting sounds and abilities (have to choose between 1000+ collected).
(last screen)
Is there any possibility to script "getting hit" sound with BG:A? I see "walk", "attack", "defend" and "shoot" but not hit.
(This post was last modified: 27.12.2009 06:54 by Valery.)
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27.12.2009 06:45 |
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Berserker
Posts: 16657
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27.12.2009 15:02 |
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Valery
Posts: 2196
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Ok thanks I will add new 82M files for hit.
I have another problem :
I use animated gifs for choosing spells, but there is a box I don't need or do not have idea for what to use it. How to set a fixed text in it and do not allow player entering anything?
(This post was last modified: 27.12.2009 20:58 by Valery.)
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27.12.2009 20:35 |
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Berserker
Posts: 16657
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27.12.2009 21:36 |
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Berserker
Posts: 16657
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27.12.2009 22:51 |
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Valery
Posts: 2196
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Hmm...those quick sand and land mines give me headache.
!?BR&v997>=1;
[......]
!!VRy1:S1 R183;
!!VRy2:Sy1;
!!VRy2|y1=16/y1=17/y1=33/y1=34/y1=50/y1=51/y1=67/y1=68/y1=84/y1=85/y1=101/y1=102/y1=118/y1=119/y1=135/y1=136/y1=152/y1=153/y1=169/y1=170:+2;
!!BM0:Q1/y2/1; **Q0 for quick sand
Problems:
1) it shows only on grass (?)
2) Friendly units get hurt in them, enemy units ignore them. (they pass through)
3) Where I am wrong?:36:
There is a solution to make it cast by hero but then I get 4 mines and I want only one.
!!BH0:C11/y2/1/0; **works but place 4 of them.
@Edit: got it working with !!BH:Q0/y2/1; lol, so many options, I get lost
More interesting options, does not even need check, land mines and quick sands cancel them selves if obstacle or monster:
!?CM4;
!!CM:S?y6;
!!FU&y6<>13:E; **disable casting when moving
!!BG:N?y5;
!!CM:D?y2;
!!BH0&y5=0:Q1/y2/1;
!!BG&y5=0:A3; **cast once/turn
I love ERM:) So far, it seems that QS and LM casted by monster have no effect. Only by hero
(This post was last modified: 30.12.2009 12:17 by Valery.)
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30.12.2009 10:51 |
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Valery
Posts: 2196
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My first attempt to animate objects:
Added one to replace tavern, animated Ship engines, animated and changed stargate model, updated city Bmp with steps.
Dont laugh
I will add a static visual effect on the two objects on the left then I am done, as I can't do better than that.
(This post was last modified: 12.01.2010 20:55 by Valery.)
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12.01.2010 19:33 |
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Astaroth
Posts: 94
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Not bad! Valery, by the way, i will begin to work with your graphic material very soon. May be it will be on next week. Can your send me your icq, if you have
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12.01.2010 22:07 |
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Berserker
Posts: 16657
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12.01.2010 22:13 |
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